
Explore blender’s user interface and navigation in the 3D viewport, using middle mouse, shift pan, and ctrl zoom, with gizmos and orthographic or perspective view for modeling, annotation, and rendering.
Model the head in Blender by starting with a cube, editing faces, adding ears with cylinders, using loop cuts and bevels, and applying a mirror modifier.
Model a humanoid body in Blender by building the torso, neck, arms, and legs from cylinders and spheres, using extrude, insert, scale, and mirror to refine.
Organize your Blender sculpting workflow by renaming and duplicating to high and low poly versions, then prepare geometry with subdivision surfaces, bevel weights, and a mirror setup for clean sculpting.
Learn to sculpt in Blender using multi resolution and mirror tools, a variety of brushes, masking and remesh workflows, plus tips for efficient topology and tablet use.
Learn masking and alpha textures in Blender, apply textures, use area or view plane and front faces only, invert and inflate masks, and create panel cuts with bevels in sculpting.
Explore sculpting a character's body and arms in Blender, using symmetry across X and Y, stabilizing strokes, beveling, clay strips, and bolts to create realistic edges and imperfections.
In Blender hands-on sculpting session, the instructor demonstrates shaping the hand and forearm using mask tools, orthographic view, symmetry, and various brushes to add bolts and refine edges.
sculpt the legs in Blender using modifiers, masks, bevels, and subdivision, separate the pieces by loose parts, and add thickness to the feet before moving to low-poly model for adjustments.
Learn read topology by turning a sculpt into a low-poly mesh that aligns with the high-poly form using shrink wrap, snapping, and mirroring for future baking.
Apply head retopology in Blender by shaping the neck, refining edge loops around the eyes and ears, beveling corners, and using a mirror modifier to ensure clean, connected topology.
Learn body and arm retopology in Blender by linking the neck to a cylinder, building clean topology with loops, vertices, and quad faces, for low and high poly work.
Finish retopo by shaping fingers, beveling corners, refining scale, and building a clean low-poly mesh, then prepare for unwrapping using snapping, merging, and the mirror modifier.
Learn to prepare a Blender model for texturing by joining parts, identifying and fixing issues, marking seams, and unwrapping the mesh into a usable UV layout.
learn to bake detail from high-poly to low-poly in Blender, including preparing meshes, separating pieces, adjusting cage and extrusion, and creating accurate normal maps in Cycles.
Learn to bake textures in Blender by separating high-poly and low-poly robot parts, applying materials, and ensuring clean textures.
Master masking and painting in blender by using the pink masking tool to isolate areas and apply color, while using symmetry to paint both sides consistently.
Learn to add detailed painting and edge detail to a robot model in Blender, including color fills, highlights, and layered texture maps.
Learn to add edge highlights in Blender by painting masked edits, refining edges, and layering blue and yellow details on fingers, feet, and the torso.
Finish texture painting by layering blue and yellow tones on the torso and neck, adding edge detail and controlled scratches with symmetry, then prepare for rigging.
Build an armature for your character, add and align bones, use symmetry to mirror left and right limbs, then bind the mesh with automatic weights and refine in pose mode.
Master weight painting to rig a character by painting bone influences on vertices in weight paint mode, using gradient tools and zeroing unwanted influences for precise deformations.
Learn how to implement inverse kinematics in Blender by adding ik handles for the leg, configuring chain length, pole targets, and constraints for natural bending.
Learn how to block out a basic jump in Blender for beginners using the animation tab, dope sheet, and keyframes to create poses and motion, then adjust frame rate.
Polish the jump cycle by refining the head, arms, and hands with exaggerated motions, adjusting keyframes for a believable landing, and improving finger bends for natural movement.
In Blender for complete beginners course, speed up a jump animation by moving keyframes left, then build a walk cycle with posing and frame-by-frame tweaks.
Polish the walk cycle by refining leg poses, knee and heel impact, and foot transitions with careful in-between frames, while sharpening arm swing and head bob with keyframes and symmetry.
Polish a walk cycle in Blender by adjusting keyframes to fix leg snapping, exaggerating hip and body movement, and refining leg and arm poses before rendering the animation.
Set up a final render in Blender by adding a plane and lights, configuring the camera, choosing Eevee or cycles, and rendering a 250-frame animation with appropriate output settings.
Want to learn how to use Blender? Do you have a hard time finding a good beginner Blender course that is easy to understand? Are you interested in working in the 3d industry as a 3d modeler, a texture artist or maybe an animator? Hi, my name is Alejandro Aguilar and I'll be teaching the basics of these aspects of 3d and more in Blender for people completely new to 3D art . To know a little bit about me - I’ve worked in 3D for about 5 years now, ranging from mobile games to video production. Now I want to teach what I know to new and upcoming artists like you!
To get an idea of what we'll be going through this course, we will be creating a character from start to finish in 3D. We'll start with modeling and sculpting, to work our way into blocking out the shapes we need. I’ll be showing you how to move, scale, extrude, and cut objects with tools inside Blender. These tools are essential, as these will be your first steps in understanding how to work in 3D. I’ll even show some more advanced tips to give you an idea of how to think when creating our character!
From there, we'll move on to unwrapping and texture painting, all within Blender. It’s important to understand these workflows if you are trying to paint your art. Unwrapping will cover what UVs are and why a clean, and organized layout is essential. This part of the course will also cover how to paint in 3D. We’ll use the shader editor in Blender as well to get a bit more advanced with our materials. I’ll show you some ways you can expand on texture painting to give more detail to your work!
We'll finish up by making an animation of our character moving within a 3D space. You’ll learn how to animate the character jumping in the air, as well as transitioning into a walk cycle. I’ll also cover how to organize keyframes and understand why they are essential to animating in Blender. The last part of the course will show you how to render out the animation and images of the character, so you can get a full experience of the aspects in 3D art.
So lets get this course started! I’m here to teach you in a way to impact and make your 3D artwork better. You will definitely get the knowledge you need, and I’ll make sure to show you in an easy to understand way. The content you watch here will push and challenge you to become the best version of yourself. So join me, and I’ll teach you how to get started on your 3D career!